Victorian GURPS

"GURPS by Gaslight"

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Victorian GURPS is mirrored on the following sites: (But I make no
guarantee that they will all be up.)

Victorian GURPS Stuff

Here's some of the resources we use for playing GURPS in a Victorian
setting. Given that the 'G' stands for "Generic", I would daresy (and hope)
that this information would be useful to anyone doing Victorian gaming,
regardless of the game system they're using.

About This Site - A few words of introduction
and background on our discovery of the GURPS system and Victorian era gaming.

The Gamers - A listing of the miscreants
playing the Victorian GURPS campaign.

The Deloursborough Theatre's Troubled Production - a talented group
of actors stands only in need of a leading lady, someone to direct their play,
and some way to pay off their enormous debts - by Mark Whitley

The Forest Oracle - A re-tread of an old D&D adventure - by
Jared Whitley

The Machinations of Dr. von Frightmarestein - A delightful romp
with a little bit of everything: a Wise Woman selling potions, steam-powered
robots, talking skulls, a Vernian 19th century submarine, and a pair of
deuling mad scientists - by Andrew King

Tryal on Mt. Yyyzyzyrs - Yet another very D&D-ish adventure
brought to you by the inimitable Jared Whitley.

New Orleans Adventures

After having lots of fun in England, we decided to take the adventuring
across the pond to the "colonies".

Mammy Bammy's Black Magic Trudging through the swamps, the
crocodiles were the least of our problems... - by Blake Barlowe.

Redneck Rampage All the local yokels have gone nuts, or is it
something darker at work... - by Mark Whitley

Lepers Ahoy There's no adventure setting in this world (or any
other) that's more fun than a leper colony. - by Andrew King.

Call Me Confederate Catfish - A trapse to the Caribbean for
tracking down Confederates, and maybe a bit of treasure. - by Jared Whitley

Oklahoma Land Grab or "The Many Faces of
Amonkihotepzuatlatl" featuring a train ride to Oklahoma, infighting
between Chinese and Irish rail workers, a confrontation with an Evil
TwinTM, and a confrontation with an Aztec god of
death. - by Andrew King

The Horror at Taco Flats - A voyage to Mexico to stomp out
more Confederate no-goodniks and deal with a horrific summoning by
native tribes there. - by Mark Whitley

Right about here was where we decided to have a venue change.

Generic GURPS Stuff

These next few items are rules and guidelines for running GURPS campaigns,
but they are not Victorian-era specific.

Notes for Game Masters

Tales and Lures - Where to get ideas
for adventures, and get the players involved. Emphasis on making
character-centric adventures, i.e. writing adventures around
character's motivations and goals.

Dealing With Large Groups some
strategies for coping with a large party of players. Includes pre-adventure
strategies, managing a split-up party, and keeping large combat sessions under
control. The guidelines presented in here can be useful even when the group
isn't very large.

New GM Cirriculum - A list of combat /
contest scenarios that a new GM should go through to help familiarize himself
with the rules.

The Devil and the Advocate - Some
hints on how to be a good GM and balance the dual role of playing both the
"bad guy" and the "player's advocate". Includes some examples of how to
accomplish this.

Dissertation on Disadvantages - Some
advice on how to pick advantages that will suit your character well, serve as
a hook to get your charcter involved in adventures, and provide a lot of
entertainment for the group.

Advice on Advantages - Some suggestions on
advantages that every player should consider for their character. Also, some
advantages that can grant the players some additional help from the GM.

Soliloquy on Skills - Some advice on
choosing skills and a more detailed method for recording skills on your
character sheet that will (hopefully) help you do all the math.

Character Motivation - A piece from
Jared on how to rationalize why your character is so keen to go out
adventuring. Includes a long listing of different types of motivations and
some classic adventure styles where those motivations could be used.

Being a Team Player - Advice on how to
make a character that has some attachment to other PCs on the team and wants
to get along with them.

Playing a Long-Term Character - Some
guidelines on how to create and play a character who will be enjoyable and
viable for a long time. Includes sections on what other players and the GM can
do to help.

Additional Rules

Some additional advantages, disadvantages, attribute, and house rules that
we play with.

Clarifications of Existing Rules
as we've played, we've explored the rule system and learned how things work
and don't work. Our understanding has frequently been enlightened by the folks
on the GURPSnet mailing list and
the helpful support staff at SJ Games. This
page contains a collection of the things we've learned so that we and others
can have a reference for the wisdom we've gained.

Incremental Attribute Raising - It costs a
lot of points to raise attributes in GURPS. The cost is justified by
the fact that attributes influence so many of the things your character can
do. This page gives rules on "incremental paybacks" for putting points into
attributes.

Incremental Disadvantage Payoffs - Some
examples of how to pay off large disadvantages in installments, where each
installment gradually lowers the severity of the disadvantage.